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by ccmonnett 2234 days ago
For others interested in why ray tracing scales O(log N), this is covered in an earlier video in the NVIDIA "Ray Tracing Essentials" series, specifically this one:

https://youtu.be/ynCxnR1i0QY?t=173

It's timestamped to the discussion of why this is true, but the whole video (like the series, IMO) is very informative, this one focused on "Rasterization vs Ray Tracing".

1 comments

For someone that doesn't want to watch, the essence of it is that space is world-space is divided in a tree-like structure, which makes traversing the scene as costly as traversing the tree, thus log(n) operations.